zaterdag 8 augustus 2026

Frostgrave campaign episode 2: The Genie in the Bottle

 After our session last month, we rolled for what we would play this time round so that we had a month to prepare, and it seems Alladin has been to Felstad as well in the past.
 

And for this scenario, I picked up the official genie and lamp figure from Northstar, and painted him up for today. 
 
 


In addition, the level 1 table of the Random Encouters came into play, most figures I had covered though some where sourced from the other players as well.  Once I complete the FULL table, I'll give a look at that.  But we sat down on the friday evening club night, set up the table, and managed to get two games done over the course of the evening, and here is it's tale...
 
Game 1: Zarbag the Illusionist versus Archibald the Sigilist
 

 


In this first game of the evening, Archibald had managed to reanimate his shroom-man apprentice Patje, though the little fungi does seem to carry some memories of the past, resulting in eratic behaviour during the game... and being taken out once more near a well.  Guess a trauma is really the little guy's fate.
 


While Zarbag, who is becoming a mogul powerhouse and the wealthiest wizard this quarter of Frostgrave, goes about securing treasure, he rises fogbanks to prevent Archibald and his dwarfen adventurers to see the goblins going about on their business.   And a profitable business it was indeed, because apart from the necessary gold and scrolls, they also found a grimoire and a magical crossbow that makes hitting targets easier.
  



On the other hand, the biggest thing the dwarfs dig up is a very bad tempered genie.  Luckily for them, ages of being locked away had an impact on it's fighting prowess, and eventually the dwarfs make off relatively unscathed, and with some nice loot.
 


Except for Patje, he has his leg smashed and now suffers from a movement penalty.  It seems he really had been sprouted under a bad moon...
 
Game 2: Zarbag the Illusionist versus The Witch of Balantine
 

 

And the the wealthy goblin crossed the path of the Witch and her band of Red Marsh mercenaries... quikcly raising a couple of fog banks to block all line of sight, the goblins unsuccesfully for the most time tried tossing magical grenades at the thugs and the halfling apprentice.
 

 

Behind this bank, the genie had been discovered, but the Witch had a dastardly plan: together with her henchmen, she pushed the genie through the fog bank, so he would now only see the goblins in return.  
 
 
 

The goblins however replied by doing this as well, (but now we know how pushes actually work, so we'll take that along for next session), and the random moving genie returned to the Witch's side.  While her henchmen tried to decimate the goblins and hold the lumbering giant off, the Witch and her Apprentice leaped to safety and secured the treasure, including a Grimoire of Elemental Ball to be learned after next game.
  



But the greedy goblins once more secured three treasure tokens, and stacked on the gold.  Zarbag the Illusionist, now going by the name of "Donald Zarbag of the Trump Mountains" is building himself quit some wealthy emporium build on the production of magical grenades...
  


And so ends the session for the second round.  We rolled on the scenario we will be playing next time, in which The Witch and Archibald will be facing off first, and that became The Silent Tower.  This means, as the next session is planned on the 25th of september, we have about 1.5 month to prepare the needed tower scenery (which will be a job for Thibaud).
 
Until the next adventure in Felstad! 
 












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